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GURPS - Compendium 1..

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Player-Created Races<br />

Although the creation of nonhuman<br />

races for a campaign is primarily the<br />

responsibility of the GM, the adventurous<br />

GM might allow an especially good player<br />

or group to design races for their characters.<br />

Such player-generated races can add<br />

an appropriate feeling of randomness to<br />

the fantasy campaign. Of course, opportunistic<br />

players can also seriously undermine<br />

game balance if allowed to abuse<br />

these rules.<br />

A few tips, then, for the GM whose<br />

players may be interested in creating their<br />

own races:<br />

Player-generated races work best in a<br />

campaign that already has a plethora of<br />

different races. If you're asking the whole<br />

party to play nonhumans, make sure you<br />

have a few ready-made PC races on hand<br />

for those who might not be interested in the<br />

extra game mechanics of racial creation.<br />

The GM should closely oversee every<br />

step of the creation process. It's his campaign.<br />

Nothing that he doesn't approve of<br />

should be allowed, no matter how convincingly<br />

the player argues!<br />

Be leery of player-created NPC races.<br />

Remember, NPC races should be somewhat<br />

mysterious to the players, and mystery<br />

is hard to maintain when the creator is a<br />

member of the party. If a player comes to<br />

you with a number of good NPC races,<br />

encourage him to start his own <strong>GURPS</strong><br />

campaign<br />

such as a small subset of one of the groups in the Basic Set - can do so, and may<br />

amend the point cost to the extent that he finds reasonable (2 to 5 points per + 1,<br />

depending on the size and utility of the skill group).<br />

Racially-Learned Skills<br />

A racially-learned skill is an actual automatic level of proficiency which<br />

every member of the race acquires. In most cases, this will be innate or instinctive.<br />

For example, a race with padded feet might possess the Stealth skill.<br />

A racially-learned skill is expressed as, for instance, "Astrogation at IQ," or<br />

"Poetry at IQ+2." Note that the actual level of skill possessed by an individual<br />

member of a race will vary according to the underlying attribute score of that<br />

individual. It is assumed that while every member of the race receives the same<br />

instruction (or has the same feet!), the more intelligent members are able to<br />

apply the knowledge more efficiently and creatively. The "Rule of 12" (p. 74)<br />

does not apply to racially-learned skills. The point cost of racially-learned skills is<br />

figured according to the chart on page B44.<br />

For skills where specialization is required, the GM may either set the specialization<br />

for the whole race or allow the player to select his character's specialization.<br />

Effects of Experience<br />

Racial skill bonuses (including group skill bonuses) can never be increased<br />

through experience. When improving a skill through experience, disregard the<br />

racial bonus and calculate the new level based solely upon the points spent, then<br />

apply the racial skill bonus to the final skill level. For example, if a race has +1<br />

Fast-Talk, it would cost a member of that race only 1 point to have Fast-Talk at<br />

IQ. If that character later wanted to raise Fast-Talk to IQ+1, it would cost 1 more<br />

point.<br />

Racially-learned skills may be increased in the same way as normallybought<br />

skills, either when the character is created or through experience. For<br />

example, if a certain race has Bow at DX, it would cost a character 4 points,<br />

straight out of the chart on p. B44, to increase his skill to DX+<strong>1.</strong><br />

178

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